Street Fighter 3: 3rd Strike/Dudley/Combos: Difference between revisions

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===General Combos===
===General Combos===
*j.HK > HK x HP Jet Upper
*j.HK/j.HP > HK x HP Jet Upper
*MP (or c.MP, or HK, or Liver Blow) x Jet Upper [EX]
*MP (or c.MP, or HK, or Liver Blow) x Jet Upper [EX]
*HK x Machine Gun Blow [EX] (All Machine Gun Blow versions will whiff on crouching Chun-Li, Oro, Ibuki, and Elena)
*HK x Machine Gun Blow [EX] (All Machine Gun Blow versions will whiff on crouching Chun-Li, Oro, Ibuki, and Elena)

Revision as of 11:07, 5 February 2023

Target Combos

F.png+Lp.pngcMp.pngc
F.png+Hk.pngMk.png
D.png+Lk.pngcMk.png
Lp.pngMp.pngSCMk.pngc
Mp.pngcMk.pngHp.png
F.png+Mk.pngcMk.pngHp.png
D.png+Lk.pngcD.png+Mp.pngD.png+Hp.png
Mk.pngHk.pngHp.png(2hit)
Lk.pngcMk.pngMp.pngHp.png(2hit) (link onMk.png/Mp.png)


Combos

Any combo ending in non EX Jet Upper or Ducking Uppercut/Ducking Straight can be Super Canceled for more damage. Super Canceling from Ducking Straight provides more damage than Super Canceling from Ducking Uppercut.

General Combos

  • j.HK/j.HP > HK x HP Jet Upper
  • MP (or c.MP, or HK, or Liver Blow) x Jet Upper [EX]
  • HK x Machine Gun Blow [EX] (All Machine Gun Blow versions will whiff on crouching Chun-Li, Oro, Ibuki, and Elena)
  • HK x EX Machine Gun Blow -> MK Ducking Uppercut/Ducking Straight
  • HK x Ducking Upper (Works on Makoto, Yun, and Yang standing or crouching, on all other characters crouching only)
  • HK x Short Swing Blow [EX] (Works when your back is against or very near corner only)
  • c.HK -> MK Ducking Uppercut/Ducking Straight

Character Specific Combos: Midscreen

Combo Works On
HK x EX Machine Gun Blow -> c.HK -> MK Ducking Uppercut Chun-Li, Dudley, Oro, Elena
HK x EX Machine Gun Blow -> c.HK -> Dash -> c.MP x Jet Uppercut Elena
HK x EX Machine Gun Blow -> Liver Blow x Jet Uppercut All characters except Ibuki
HK x EX Machine Gun Blow -> LP Machine Gun Blow -> Liver Blow x Jet Uppercut Hugo, Q
HK x EX Machine Gun Blow -> LP Machine Gun Blow -> LK Short Swing Blow Q
c.HK -> c.HK -> MK Ducking Uppercut Chun-Li, Dudley, Oro, Alex, Elena
c.HK -> c.HK -> Dash -> Jet Uppercut Chun-Li, Dudley
c.HK -> c.HK -> Dash -> c.MP x Jet Uppercut Elena
c.HK -> Liver Blow x Jet Uppercut All characters except Ibuki
c.HK -> LP Machine Gun Blow -> MK Ducking Uppercut
c.HK -> LP Machine Gun Blow -> c.HK -> MK Ducking Uppercut Makoto


Character Specific Combos: Corner

Dudley can do c.HK up to six times on the following characters: Chun-Li, Makoto, Dudley, Oro, Ibuki, Elena, Necro, Alex, Remy, and Q.

Shotos, Urien, Hugo, Twelve & Twins

  • s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut
  • s. roundhouse x EX MGB -> jab MGB -> jab MGB -> short SSB
  • c. roundhouse -> jab MGB -> EX Jet Uppercut -> fierce Jet Uppercut
  • c. roundhouse -> jab MGB -> jab MGB -> twds + forward x fierce Jet Uppercut or SSB

vs. Urien and Twelve #3 is done without jab MGB. so after the EX Jet, it's twds + forward x fierce Jet.

vs. Hugo #3 looks like so: c. roundhouse -> EX Jet Uppercut -> s. strong x fierce Jet Uppercut

Chun Li

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut/Ducking Straight
  • s. roundhouse x EX MGB -> c. roundhouse x 3 -> jab MGB -> short SSB
  • c. roundhouse x 5 -> forward Ducking Uppercut/Ducking Straight
  • c. roundhouse x 4 -> jab MGB -> short SSB

Elena

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> fierce Jet Uppercut -> fierce Jet Uppercut
  • c. roundhouse x 5 -> fierce Jet Uppercut
  • c. roundhouse -> fierce Jet Uppercut -> fierce Jet Uppercut

Makoto

  • s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> c. roundhouse x 2 -> jab MGB -> c. roundhouse -> dash -> s. strong x fierce Jet Uppercut

Dudley

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut
  • c. roundhouse x 5 -> forward Ducking Uppercut
  • c. roundhouse -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

--You can combo an extra s.roundhouse for the first two combos above. If the first s. roundhouse connects on a Dudley that is crouching or doing a low parry punish of a crouching attack.

Q

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> fierce Jet Uppercut -> s. strong x fierce Jet Uppercut

both may be initiated with c. roundhouse instead of s. roundhouse x EX MGB.

Remy

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse -> EX Jet Uppercut -> twds + forward x fierce Jet Uppercut
  • c. roundhouse x5 (ability to mix up PEAK height Lp MGB instead of the C. RH) ender... mostly use HP

Necro

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse x 5 -> forward Ducking Uppercut

Alex

  • s. roundhouse x EX MGB -> forward Ducking Uppercut
  • s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  • c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

Oro

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse -> EX Jet Uppercut -> twds + forward x fierce Jet Uppercut

Hit Confirms

Dudley has several moves he can link from to "hit confirm" a super. Briefly, a "hit confirm" is an attack that allows a player sufficient time to confirm visually whether the attack hit, to execute the super if it did (and do nothing if it was blocked or parried).

Any of the three supers apply, on any character. For best results, drum the 3 punch buttons when performing the super. The list is as follows:

Hit Confirm Comments
f+MK (wait) > Super Good range and hits crouching characters, but the odd EX Jet Uppercut may come out because of the similar motion and drumming of punch buttons. Can be used to poke repeatedly due to forward movement.
LK > MK (wait) > Super Easily the quickest and hits crouching characters, but suffers from the same EX Jet Uppercut problem. Very good for its speed overall.
HK xx HK.Ducking (wait) xx Super The Ducking must be super cancelled. Probably safer than f+MK, since super cancelling the Ducking removes the possibility of EX Jet Uppercuts coming out. At mid range every whiffed HK can be buffered into Ducking, so that any HK that happens to connect with a whiffed normal is cancelled into a Ducking (and into a super).
MP xx MK.Ducking (wait) xx Super The Ducking must be super cancelled early; super can be blocked if super cancel occurs too late. Greatest ranged hit confirm on a standing opponent. MP > MK target combo can come out if executed incorrectly.
f+HK (wait) Super Overhead into Super. Only works if opponent was crouching.
c.LK, c.LK xx Super Low shorts into super - must be blocked low. Use the duration of both c.LKs to confirm whether the super will be blocked.